implement TextureMatrixScale with a vertex shader
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@@ -16,6 +16,7 @@
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#include "glext.h"
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#include "RageDisplay_OGL_Extensions.h"
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#include "RageLog.h"
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#include "arch/LowLevelWindow/LowLevelWindow.h"
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GLExt_t GLExt;
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@@ -102,4 +103,67 @@ void GLExt_t::Load( LowLevelWindow *pWind )
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if( HasExtension("GL_EXT_draw_range_elements") )
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GLExt.glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC) pWind->GetProcAddress("glDrawRangeElements");
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m_bGL_ARB_shader_objects = HasExtension("GL_ARB_shader_objects");
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if( m_bGL_ARB_shader_objects )
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{
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func_t funcs[] = {
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F( glCreateShaderObjectARB ),
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F( glCreateShaderObjectARB ),
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F( glCreateProgramObjectARB ),
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F( glShaderSourceARB ),
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F( glCompileShaderARB ),
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F( glGetObjectParameterfvARB ),
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F( glGetObjectParameterivARB ),
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F( glGetInfoLogARB ),
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F( glAttachObjectARB ),
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F( glDeleteObjectARB ),
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F( glLinkProgramARB ),
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F( glUseProgramObjectARB ),
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F( glVertexAttrib2fARB ),
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F( glVertexAttrib3fARB ),
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F( glVertexAttrib4fARB ),
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F( glEnableVertexAttribArrayARB ),
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F( glDisableVertexAttribArrayARB ),
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F( glVertexAttribPointerARB ),
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NULL
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};
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if( !LoadAllOrNothing(funcs, pWind) )
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m_bGL_ARB_shader_objects = false;
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}
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m_bGL_ARB_vertex_shader = m_bGL_ARB_shader_objects && HasExtension("GL_ARB_vertex_shader");
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if( m_bGL_ARB_vertex_shader )
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{
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func_t funcs[] =
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{
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F( glBindAttribLocationARB ),
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NULL
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};
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if( !LoadAllOrNothing(funcs, pWind) )
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m_bGL_ARB_vertex_shader = false;
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}
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m_bGL_ARB_shading_language_100 = HasExtension("GL_ARB_shading_language_100");
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if( m_bGL_ARB_shading_language_100 )
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{
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while( glGetError() != GL_NO_ERROR )
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;
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const char *pzVersion = (const char *) glGetString( GL_SHADING_LANGUAGE_VERSION );
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GLenum glError = glGetError();
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if( glError == GL_INVALID_ENUM )
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{
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LOG->Info( "No GL_SHADING_LANGUAGE_VERSION; assuming 1.0" );
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m_iShadingLanguageVersion = 100;
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}
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else
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{
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const float fVersion = strtof( pzVersion, NULL );
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m_iShadingLanguageVersion = int(roundf(fVersion * 100));
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/* The version string may contain extra information beyond the version number. */
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LOG->Info( "OpenGL shading language: %s", pzVersion );
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}
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}
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}
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